Minor comments, tweaks

docking
omar 7 years ago
parent 5ea6e80da1
commit f5bdf443c9

@ -1375,13 +1375,8 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int*
//-----------------------------------------------------------------------------
// ImGuiStorage
//-----------------------------------------------------------------------------
// Helper: Key->value storage
void ImGuiStorage::Clear()
{
Data.clear();
}
//-----------------------------------------------------------------------------
// std::lower_bound but without the bullshit
static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
@ -1651,7 +1646,7 @@ void ImGuiTextBuffer::append(const char* fmt, ...)
}
//-----------------------------------------------------------------------------
// ImGuiSimpleColumns
// ImGuiSimpleColumns (internal use only)
//-----------------------------------------------------------------------------
ImGuiSimpleColumns::ImGuiSimpleColumns()

@ -1050,7 +1050,7 @@ struct ImGuiStorage
{
ImGuiID key;
union { int val_i; float val_f; void* val_p; };
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
};
@ -1059,7 +1059,7 @@ struct ImGuiStorage
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
IMGUI_API void Clear();
void Clear() { Data.clear(); }
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;

@ -264,7 +264,7 @@ void ImDrawList::ClearFreeMemory()
_Channels.clear();
}
// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode
// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : GNullClipRect)
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
@ -388,7 +388,7 @@ void ImDrawList::ChannelsSplit(int channels_count)
_Channels.resize(channels_count);
_ChannelsCount = channels_count;
// _Channels[] (24 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
// _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
// The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
// When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
@ -1208,7 +1208,7 @@ ImFontConfig::ImFontConfig()
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90;
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
"..- -X.....X- X.X - X.X -X.....X - X.....X"
@ -1239,6 +1239,19 @@ const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF
" - XX XX - "
};
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] =
{
// Pos ........ Size ......... Offset ......
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
};
ImFontAtlas::ImFontAtlas()
{
TexID = NULL;
@ -1784,26 +1797,14 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * tex_uv_scale.x, (r.Y + 0.5f) * tex_uv_scale.y);
// Setup mouse cursors
const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
{
// Pos ........ Size ......... Offset ......
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
};
for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
{
ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.X, (float)r.Y);
const ImVec2 size = cursor_datas[type][1];
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][0] + ImVec2((float)r.X, (float)r.Y);
const ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][1];
cursor_data.Type = type;
cursor_data.Size = size;
cursor_data.HotOffset = cursor_datas[type][2];
cursor_data.HotOffset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][2];
cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;

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